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diff --git a/tests/manual/planets-qml/shaders/es2/planetD.frag b/tests/manual/planets-qml/shaders/es2/planetD.frag
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+// Copyright (C) 2014 Klaralvdalens Datakonsult AB (KDAB).
+// Copyright (C) 2017 The Qt Company Ltd.
+// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR BSD-3-Clause
+
+uniform highp mat4 viewMatrix;
+
+uniform highp vec3 lightPosition;
+uniform highp vec3 lightIntensity;
+
+uniform highp vec3 ka; // Ambient reflectivity
+uniform highp vec3 ks; // Specular reflectivity
+uniform highp float shininess; // Specular shininess factor
+uniform highp float opacity; // Alpha channel
+
+uniform sampler2D diffuseTexture;
+
+varying highp vec4 positionInLightSpace;
+
+varying highp vec3 position;
+varying highp vec3 normal;
+varying highp vec2 texCoord;
+
+highp vec3 dModel(const highp vec2 flipYTexCoord)
+{
+ // Calculate the vector from the light to the fragment
+ highp vec3 s = normalize(vec3(viewMatrix * vec4(lightPosition, 1.0)) - position);
+
+ // Calculate the vector from the fragment to the eye position
+ // (origin since this is in "eye" or "camera" space)
+ highp vec3 v = normalize(-position);
+
+ // Reflect the light beam using the normal at this fragment
+ highp vec3 r = reflect(-s, normal);
+
+ // Calculate the diffuse component
+ highp float diffuse = max(dot(s, normal), 0.0);
+
+ // Calculate the specular component
+ highp float specular = 0.0;
+ if (dot(s, normal) > 0.0)
+ specular = (shininess / (8.0 * 3.14)) * pow(max(dot(r, v), 0.0), shininess);
+
+ // Lookup diffuse and specular factors
+ highp vec3 diffuseColor = texture2D(diffuseTexture, flipYTexCoord).rgb;
+
+ // Combine the ambient, diffuse and specular contributions
+ return lightIntensity * ((ka + diffuse) * diffuseColor + specular * ks);
+}
+
+void main()
+{
+ highp vec2 flipYTexCoord = texCoord;
+ flipYTexCoord.y = 1.0 - texCoord.y;
+
+ highp vec3 result = dModel(flipYTexCoord);
+
+ highp float alpha = opacity * texture2D(diffuseTexture, flipYTexCoord).a;
+
+ gl_FragColor = vec4(result, alpha);
+}